mob
	enemy
		var
			reward
			target

		Fighter
			icon = 'Male.dmi'
			icon_state = ""

			reward = 0
			//combate
			head_max = 1000
			head = 1000
			chest_max = 1000
			chest = 1000
			arms_max = 1000
			arms = 1000
			legs_max = 1000
			legs = 1000

			//fisico
			dmg_head = 0
			res_head = 0
			str_arm = 0
			str_leg = 0
			str_chest = 0
			agi_arm = 0
			agi_leg = 0
			agi_head = 0
			agi_chest = 0
			recov = 40

		Green
			icon = 'Green.dmi'
			icon_state = ""

			reward = 1
			//combate
			head_max = 10
			head = 10
			chest_max = 10
			chest = 10
			arms_max = 10
			arms = 10
			legs_max = 10
			legs = 10

			//fisico
			dmg_head = 1
			res_head = 1
			str_arm = 1
			str_leg = 1
			str_chest = 1
			agi_arm = 1
			agi_leg = 1
			agi_head = 1
			agi_chest = 1
			recov = 40


		New()
			spawn (rand(10,20)) ai()

		proc
			ai()
				if(target)
					if(get_dist(src, target) > 1)
						if(get_dist(src, target) < 10)
							step_to(src, target)
							sleep(5)
						else
							target = null
					else
						step_to(src, target)
						switch(rand(1,2))
							if(1)
								src.High_Kick()
							if(2)
								src.High_Punch()
						sleep(10)
				else
					get_target()
					if(target)
						sleep(5)
					else
						step_rand(src)
						sleep(10)
				spawn() ai()


			get_target()
				for(var/mob/m in oview(3, src))
					target = m
					return

